Hegemony
The Human Hegemony doesn't defend borders. It erases them. Born from the wreckage of fractured coalitions and failed utopias, the Hegemony concluded long ago that coexistence is a delay, not a solution. Alien civilizations, breakaway colonies, rogue intelligences: all are threats waiting to mature. The Hegemony strikes before they do.
Its reach is imperfect. Its methods are not. From core worlds to forgotten sectors, the message has never changed: compliance is life. Resistance is annihilation.
Interdictors
We are the mandate. We do not fail.
Interdictors are the Hegemony's forward blade: commando units deployed where diplomacy was never considered and failure is not reported. They assassinate, sabotage, extract, and vanish. Rebel leaders, artifact vaults, xeno-tech caches: if it threatens Hegemony order, Interdictors handle it before anyone knows there was a problem.
They are drawn from the most loyal and lethal operatives the Hegemony produces. Self-sufficient, heavily armed, and trained to adapt to any environment.
They don't wait for orders to make sense. They execute them.
Interdictors are a flexible, loadout-driven squad built for players who want options. Customize your fireteam for the mission: mix ranged and melee specialists, layer in support skills, and build around the Duty Before Death specialty that lets your soldiers land one last hit on the way out. High adaptability, strong individual units, room to experiment.
Praxium Corps
Doctrine is a weapon.
The Praxium Corps were not built from necessity. They were built from ambition. Each operative embodies one of six combat doctrines - Aegis, Vector, Vorax, Wraith, Pillar, Raptor - and is deployed as part of a small, self-contained kill team where every role is covered and nothing is wasted.
They don't overwhelm. They dismantle. Watching a Praxium squad work is watching the Hegemony's belief made physical: that war is a problem with a correct solution, and they are it.
Praxium Corps is a small elite squad for players who want a high-skill ceiling and tight unit synergy. You field at most four operatives, each unique, each a specialist. There's no customization: you pick your doctrine combination and commit. The payoff is four of the strongest individual units in the game, built to counter almost anything if you position them right.